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Returning 35 results for 'being beasts diffusing channel rivals'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
by a skull-shaped minaret. There, Demogorgon’s heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep
disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.
Frenzied Animals. Beasts within 1 mile of the lair become frenzied and violent—even creatures that are
Demogorgon
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Monsters
Out of the Abyss
form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon’s heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The
, creating one or more of the following effects:
The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts.
Beasts within 1 mile of the lair become
Monsters
Fizban's Treasury of Dragons
, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and
wyrmling has befriended a white dragon wyrmling. The wyrmlings’ parents, who are ancient rivals, regard the relationship with concern.
4
A crystal dragon wyrmling encourages nearby farmers to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
mansion’s forbidden east wing, where terrible noises sound from every night
2 A castle where all visitors are transformed into rats, bats, spiders, and other beasts
3 A science lab where
preserved body parts carry the consciousnesses of their former owners
4 A hidden fighting arena where rivals and lovers battle to prove the strength of their emotions
5 A beautiful garden where
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
mansion’s forbidden east wing, where terrible noises sound from every night
2 A castle where all visitors are transformed into rats, bats, spiders, and other beasts
3 A science lab where
preserved body parts carry the consciousnesses of their former owners
4 A hidden fighting arena where rivals and lovers battle to prove the strength of their emotions
5 A beautiful garden where
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
mansion’s forbidden east wing, where terrible noises sound from every night
2 A castle where all visitors are transformed into rats, bats, spiders, and other beasts
3 A science lab where
preserved body parts carry the consciousnesses of their former owners
4 A hidden fighting arena where rivals and lovers battle to prove the strength of their emotions
5 A beautiful garden where
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Creatures Many dangerous creatures haunt the rubblebelts and other places the Gruul Clans inhabit. Beasts Gruul territory is full of beasts of all sizes. Herds of giant boars (see the Monster
spotted amid tended groves and gardens. Any beast described in this source or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Creatures Many dangerous creatures haunt the rubblebelts and other places the Gruul Clans inhabit. Beasts Gruul territory is full of beasts of all sizes. Herds of giant boars (see the Monster
spotted amid tended groves and gardens. Any beast described in this source or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Creatures Many dangerous creatures haunt the rubblebelts and other places the Gruul Clans inhabit. Beasts Gruul territory is full of beasts of all sizes. Herds of giant boars (see the Monster
spotted amid tended groves and gardens. Any beast described in this source or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions On initiative count 20 (losing initiative ties), Demogorgon can take a lair
overpopulated with lizards, poisonous snakes, and other venomous beasts. Beasts within 1 mile of the lair become violent and crazed — even creatures that are normally docile. If a humanoid spends at
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions On initiative count 20 (losing initiative ties), Demogorgon can take a lair
overpopulated with lizards, poisonous snakes, and other venomous beasts. Beasts within 1 mile of the lair become violent and crazed — even creatures that are normally docile. If a humanoid spends at
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions On initiative count 20 (losing initiative ties), Demogorgon can take a lair
overpopulated with lizards, poisonous snakes, and other venomous beasts. Beasts within 1 mile of the lair become violent and crazed — even creatures that are normally docile. If a humanoid spends at
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions On initiative count 20 (losing initiative ties), Demogorgon can take a lair
lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts. Beasts within 1 mile of the lair become violent and crazed — even creatures that are normally docile. If a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions On initiative count 20 (losing initiative ties), Demogorgon can take a lair
lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts. Beasts within 1 mile of the lair become violent and crazed — even creatures that are normally docile. If a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions On initiative count 20 (losing initiative ties), Demogorgon can take a lair
lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts. Beasts within 1 mile of the lair become violent and crazed — even creatures that are normally docile. If a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
animal lords exist for beasts of all types. Some animal lords even embody creatures that are rare or extinct on Material Plane worlds, like megafauna or dinosaurs. Using their divine might, animal
lords can summon spectral animals, channel spiritual energy, and exhibit powers associated with one of three broad groups: foragers, hunters, or sages. These powers are tied to an animal lord’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
animal lords exist for beasts of all types. Some animal lords even embody creatures that are rare or extinct on Material Plane worlds, like megafauna or dinosaurs. Using their divine might, animal
lords can summon spectral animals, channel spiritual energy, and exhibit powers associated with one of three broad groups: foragers, hunters, or sages. These powers are tied to an animal lord’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
animal lords exist for beasts of all types. Some animal lords even embody creatures that are rare or extinct on Material Plane worlds, like megafauna or dinosaurs. Using their divine might, animal
lords can summon spectral animals, channel spiritual energy, and exhibit powers associated with one of three broad groups: foragers, hunters, or sages. These powers are tied to an animal lord’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
being a defender is core to your identity as a ranger. As a member of Acquisitions Incorporated, you channel your natural proclivity for protectiveness into a razor-sharp focus on the franchise. Pure
are their own thriving ecosystem. As a ranger who spends part of your time in urban settings, you quickly learn to seek out the companionship of some of the many beasts that inhabit those settings
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
being a defender is core to your identity as a ranger. As a member of Acquisitions Incorporated, you channel your natural proclivity for protectiveness into a razor-sharp focus on the franchise. Pure
are their own thriving ecosystem. As a ranger who spends part of your time in urban settings, you quickly learn to seek out the companionship of some of the many beasts that inhabit those settings
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
being a defender is core to your identity as a ranger. As a member of Acquisitions Incorporated, you channel your natural proclivity for protectiveness into a razor-sharp focus on the franchise. Pure
are their own thriving ecosystem. As a ranger who spends part of your time in urban settings, you quickly learn to seek out the companionship of some of the many beasts that inhabit those settings
Monsters
Fizban's Treasury of Dragons
adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually
pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves before draining down nearby lava tubes. During especially active
Monsters
Fizban's Treasury of Dragons
of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places
to natural stone caves; these caves slope down to a subterranean pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
attacking each other. Low Cunning. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires
a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
attacking each other. Low Cunning. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires
a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
attacking each other. Low Cunning. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires
a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions On initiative count 20 (losing initiative
of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage. Frenzied Animals. Beasts
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions On initiative count 20 (losing initiative
of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage. Frenzied Animals. Beasts
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions On initiative count 20 (losing initiative
of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage. Frenzied Animals. Beasts
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ever match me in the Art is Gromph Baenre. I think we knew from the moment we met that we were destined to be rivals. But where I sought only to master the Art, Gromph was also an astute political
was crafting a unique ritual — one that somehow drew on the energy of faerzress to channel incalculable arcane power. When Gromph performed this ritual, the walls between the planes shuddered. Then
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ever match me in the Art is Gromph Baenre. I think we knew from the moment we met that we were destined to be rivals. But where I sought only to master the Art, Gromph was also an astute political
was crafting a unique ritual — one that somehow drew on the energy of faerzress to channel incalculable arcane power. When Gromph performed this ritual, the walls between the planes shuddered. Then
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ever match me in the Art is Gromph Baenre. I think we knew from the moment we met that we were destined to be rivals. But where I sought only to master the Art, Gromph was also an astute political
was crafting a unique ritual — one that somehow drew on the energy of faerzress to channel incalculable arcane power. When Gromph performed this ritual, the walls between the planes shuddered. Then
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all
races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all
races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all
races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the






